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AMERICAN HISTORY

American History Overview

 

Below are the card descriptions for the American History set of cards in the CaCyberOps Universe.

303 is a Basic Operation

This Operation can be played on any Computer, either yours or an opponent’s. When you decide to play this Operation pick any target Computer, and then add 1 code counter to it. Counters can be chips, coins, dice, or anything to keep track of a Computer’s current code. The object is to program your Computer by getting a number of counters on each Computer that equals the target number printed on your Computer Cards.

Remember certain Programs like Firewalls will not let you target a Computer. If a Computer has such protections then choose a different Computer.

Once played, put this card in your Discard Pile. You now have 5 Hacker Points in your Discard Pile. When you have 100 Hacker Points in your Discard Pile you may shuffle those cards into your Draw Pile and consider any one of your Computers to be programmed.

304 is a Basic Operation

This card is a Basic Operation. It can be played on any single Computer to add 2 code counters to that computer.

Once played this card goes to your Discard Pile.

 

 

305 is a Coded Operation

This card is a Coded Operation. It can be played on any single computers. In order to play this card you must first answer the question on the card.

If you know that the first ten amendments to the US Constitution are called the Bill of Rights you may choose a single target computer and add 3 code counters to that computer.

Once played this card goes to your Discard Pile.

 

306 is a Basic Operation

This card is a Basic Operation. It can be played on any single Computer to subtract 1 code counter from that computer.

Once played this card goes to your Discard Pile.

 

 

307 is a Basic Operation

This card is a Basic Operation. It can be played on any single Computer to subtract 2 code counters from that computer.

Once played this card goes to your Discard Pile.

 

308 is a Coded Operation

This card is a Coded Operation. It can be played on any single target Computer; it subtracts 3 code counters from that computer.

To play this Operation first answer the question on the card. The freedoms of speech and religion are protected by the first amendment. Once you answer the question on the card then you may subtract 3 code counters from the target computer.

Once played this card goes to your Discard Pile.

 

 

310 is a Basic Operation

This card is a Basic Operation. It can be played on any single Computer to multiply the code counters on that computer by 2.

Once played this card goes to your Discard Pile.

 

310 is a Basic Operation

This card is a Basic Operation. It can only be played on one of your Computers to multiply the code counters on that computer by 3.

Once played this card goes to your Discard Pile.

 

 

311 is a Coded Operation.

This card is a Coded Operation. It can only be played on one of your Computers to multiply the code counters on that computer by 3.

First you must answer the question on the card. the other most important founding document is the US Constitution. Once you answer the question you may multiply the code counters on one of you computers by 3.

Once played this card goes to your Discard Pile.

 

 

312 is a Basic Operation

This card is a Basic Operation. It can be played on any single Computer to divide the code counters on that computer by 2.

Once played this card goes to your Discard Pile.

 

 

313 is a Basic Operation

This card is a Basic Operation. It can be played on any single Computer to multiply the code counters on that computer by 3.

Once played this card goes to your Discard Pile.

 

 

314 is a Coded Operation

This card is a Coded Operation.  314 can be played on any single Computer to add 13 code counters to that computer but only if you know that there were 13 original colonies that would eventually form the United States of America.

Once played this card goes to your Discard Pile.

 

 

315 is a Coded Operation

This card is a coded Operation. If you know that the Union was the northern states in the American civil war then you can add 4 code counters to one of your computers.

Once played this card goes to your Discard Pile.

 

316 is a Coded Operation

This card is a coded Operation. If you know that the southern states wanted to secede from the union you can subtract 4 code counters from one of your computers.

Once played this card goes to your Discard Pile.

 

 

317 is a Coded Operation

This card is a coded Operation. The Emancipation Proclamation ended slavery in the United States, if you answer the question correctly you may subtract 4 code counters from one of your computers.

Once played this card goes to your Discard Pile.

 

 

318 is a Repeat Operation

This card is a Repeat Operation. If you know that George Washington led the Continental Army you may multiply the code counters on any single computer in play by 2.

Once played this card goes to your Discard Pile.

 

 

319 is a Coded Operation

This card is a Coded Operation. If you know that Ulysses S Grant was the General of the Union Armies during the civil war you can add 50 code counters to one of your computers and then draw 2 cards from your Draw Pile.

Once played this card goes to your Discard Pile.

 

 

320 is a Coded Operation

This card is a Coded Operation. If you know that Franklin Roosevelt, aka, FDR was president of the US when Japan attacked then you can add 4 code counters to one of your Computers.

Once played this card goes to your Discard Pile.

 

 

321 is a Hyper Operation

This card is a Hyper Operation. Adolf Hitler was the leader of Germany and the Nazis during WWI.  Know that and you can add 4 code counters to as many Computers in play as you want.

Once played this card goes to your Discard Pile.

 

 

322 is a Hyper Operation

This card is a Hyper Operation. it can do one of two things. DelawarePennsylvaniaNew JerseyGeorgiaConnecticutMassachusetts BayMarylandSouth CarolinaNew HampshireVirginiaNew YorkNorth Carolina, and Rhode Island and Providence Plantations were the thirteen original colonies. if you can name 9 of them you may add up to 3 code counters to on of your computers however if you can name all 13 you may add up to 7 code counters to one of your computers.

Once played this card goes to your Discard Pile.

 

 

323 is a Variable named 1776

1776 can be used in one of two ways. In order to play it you must know that John |Adams was the first Vice President then you may choose to do one of the following:
1- you could elect to add up to 4 code counters to one of your computers.
2- you could elect to add 2 code counters to one of your computers and if you choose this option you must return 1776 to your hand.

 

 

324 is a Variable named 1876

1876 can be used in one of two ways. In order to play it you must know that Robert E Lee was the general of the Confederate forces then you may choose to do one of the following:
1- you could elect to subtract up to 6 code counters from one of your computers.
2- you could elect to subtract up to 2 code counters from one of your computers and if you choose this option you must return 1876 to your hand.

 

325 is a Variable named 1776

1976 can be used in one of two ways. In order to play it you must know that man first landed on the moon in 1969 then you may choose to do one of the following:
1- you could elect to divide the code counters on one of your computers by up to 10.
2- you could elect to divide the code counters on one of your computers by 2 and if you choose this option you must return 1976 to your hand.

 

 

326 is a Quick Operation.

It can be played on any Computer at any time during anyone’s turn. When played this Operation subtracts 9 code counters from any single computer in play then it is removed from the game and you must draw a card.

If Quick Operations are played on your turn during your Play Step it will be counted as one of your required cards to be played that turn. If it is played during any other step or phase of your turn or on another player’s turn it does not count as one of your required cards to be played.

Quick Operations can be played in response to another player playing a Card. In this case the Quick Operation would go first even though you “said” you wanted to play it in response to their Card.

Example: Bob declares he is going to play an Operation Card that will add 3 counters to one of his computers. You notice that that will successfully program the Computer so you declare you are going to play this Quick Operation. Before Bob’s Operation takes affect your Quick Operation divides the code counters on his Computer and then Bob’s Operation add 3 counters.

Note: Quick Operations are subject to all the rules and restrictions that all Operations are, such as Firewalls.

 

327 is an Interrupt called Destruct

Interrupts are held in your hand and are played in response to your opponent’s attempt do play a card. In this case if your opponent tries to play a card you may respond by playing Destruct. If you do their card goes to their Discard Pile without taking effect. That will count as one of their cards played for the turn. Then the opponent must discard all but one card from their hand to their discard pile.

Once played Destruct goes into your Discard Pile.

 

328 is a Quick Operation.

It can be played on any Computer at any time during anyone’s turn. When played this Operation adds 9 code counters to any single computer in play then it is removed from the game and you must draw a card.

If Quick Operations are played on your turn during your Play Step it will be counted as one of your required cards to be played that turn. If it is played during any other step or phase of your turn or on another player’s turn it does not count as one of your required cards to be played.

Quick Operations can be played in response to another player playing a Card. In this case the Quick Operation would go first even though you “said” you wanted to play it in response to their Card.

Example: Bob declares he is going to play an Operation Card that will add 3 counters to one of his computers. You notice that that will successfully program the Computer so you declare you are going to play this Quick Operation. Before Bob’s Operation takes affect your Quick Operation adds the code counters on his Computer and then Bob’s Operation add 3 counters.

Note: Quick Operations are subject to all the rules and restrictions that all Operations are, such as Firewalls.

 

329 is a Worm Program called Old Foes

When you Play Old Foes target any computer in play and attach it to that computer but only if you know that Ronald Reagan was an actor before becoming President.

Remember some programs, agents, effects etc. prevent a computer from being targeted.

While Old Foes is attached to a computer any Operations that target that computer are immediately repeated 5 more times.

Example: your computer has Old Foes attached and your opponent targets it with an operation that would add 2 code counters to it. the Operation happens adding 2 code counters then that Operation is repeated 5 more times. Note that you would not add 10 more counters you would add 2 then add 2 then add 2 etc. Yes it could make a difference.

Old Foes remains on the computer until removed by something or someone.

 

330 is a Virus Program called Hidden Foes

When you Play Hidden Foes target an opponent’s computer and attach it to that computer but only if you know that James “Jimmy” Carter was a peanut farmer before becoming President.

Remember some programs, agents, effects etc. prevent a computer from being targeted.

While Hidden Foes is attached to a computer that computer is frozen. While frozen a computer cannot be targeted and the code counters on it cannot be changed. Nothing can be done to that computer except that it can be programmed by shuffling 100 Hacker Points from your Discard Pile back into your deck.

Hidden Foes remains on the computer until something or someone removes it and repeats every turn until then.

Once removed it goes into your Discard Pile.

Hidden Foes is Exclusive which means you may have up to three copies of it in your deck yet you may only have one can in play at a time.

 

331 is a Trojan Program called Future Foes

When you Play Future Foes target an opponent’s computer and attach it to that computer but only if you know that Thomas Jefferson wrote the Declaration of Independence.

Remember some programs, agents, effects etc. prevent a computer from being targeted.

While Future Foes is attached to a computer it acts like an Agent magnet. Any Agents, which includes Hackers and all variants of each, owned by that player that are on any of their computers are immediately moved to this computer while an Agent is attached to the same computer as Future Foes that Agent is shut down, it does not have any effect and cannot be used. If Future Foes is removed from play for any reason those Agents remain on that computer and can now be used.

Future Foes remains on the computer until something or someone removes it and repeats every turn until then.

Once removed it goes into your Discard Pile.

Future Foes is Unique which means you may have only one copy of it in your deck.

 

332 is a Hardware called Patriotic Symbol

Patriotic Symbol comes into play on the table where everyone can see it.

While Patriotic Symbol is in play whenever you play an operation card you may add up to  2 code counters to the computer that the operation targeted.

Patriotic Symbol only works for you and your Operation cards and remains in play until something or someone removes it.

 

333 is an Effect called Boldly Go…

Boldly Go… comes into play on the table where everyone can see it. it remains in play until it is removed and it only effects you.

While Boldly Go… is in play you may play your Agents on your opponent’s computer.  If you play an Agent on an opponent’s computer you still get to control the Agent’s actions but the actions still happen on the opponent’s turn.

Example: You have an Agent that adds 1 code counter to the computer that it is attached to. On your turn you decide to play that Agent and since you have Boldly Go… in play you decide to play that Agent on one of your Opponent’s Computers. At the beginning of that players turn you decide if you want to add 1 code counter to that Computer or not.

If Boldly Go… is removed from play you still control any Agents you put on Opponent’s Computers but because Boldly go… is no longer in play you can not place new Agents on Opponent’s Computers.

 

334 is an Quick Event called Heroic Sacrifice

When you play Heroic Sacrifice you multiply the code counters on all of your Computers by zero and then you draw 2 cards.

Since Heroic Sacrifice is a Quick Event it can be played at any time on anyone’s turn. If it is played on your turn during any phase other then the Play phase it does not count towards your two cards played for the turn.

Once played a Quick Event goes to the Discard Pile.

 

335 is an Effect called OS America

America comes into play on the table where everyone can see it and it effects everyone.

After your Draw step turn the top card of your Draw Pile face up. That card can be played as if it were in your hand and if it is not played by the end of your turn remove it from the game.

 

336 is an Event called Spy vs Spy

When you play Spy vs Spy two things happen. First you get to look at the top 8 cards of one of your opponent’s Draw Pile and then put them back in any order. Second that opponent has the option to look at the top 4 cards of your Draw Pile and put them back in any order.

Once played Spy vs Spy goes in the Discard Pile.

 

337 is a Program called Wall Street

Wall Street comes into play attached to one of your Computers.

Once Wall Street is attached to your Computer if an opponent targets that computer you have the option to draw two cards from your Draw Pile.

Wall Street remains in play until removed and effects only you.

 

 

338 is a Place called Manifest Destiny

Manifest Destiny comes into play on the table where everyone can see it effects only you. It remains in play until removed by something or someone.

If any of your cards would go to your Discard Pile for any reason, and Manifest Destiny is in play, you have the option to place that card under Manifest Destiny instead of the Discard Pile. If you do it stays there until Manifest Destiny is removed from play.

If Manifest Destiny leaves play for any reason remove it from the game instead of putting it in the Discard Pile and return any cards that where under it to your hand.

 

339 is a Situation Effect called Allies

The Allies comes into play attached to one of your Agents already in play. That Agent must have an ability that allows it to do something at the beginning of the turn.

Once Allies is attached to an Agent the Agent may perform its ability twice per turn.

Example: You have an Agent in play that has the ability to add 1 code counter to the computer at the beginning of the turn and Allies is attached to that Agent. At the beginning of your turn the Agent may Add a code counter to the computer then the Agent may add another code counter.

 

340 is a Agent code-named Padawan

Padawan comes into play attached to another of your Agents already in play. Padawan becomes an exact copy of the parent Agent with all of the same effects.

If the Parent Agent is removed from play for any reason remove Padawan from play too.

Padawan is Exclusive which means that while you may have up to three of them in your deck you may have only one Padawan in play at a time.

 

341 is a Special Agent code-named Uncle Sam

Uncle Sam comes into play attached to one of your Computers and remains until removed.

At the beginning of your turn Uncle Sam targets any other single Agent in play and copies it’s abilities (which means if there are no other Agents in play Uncle Sam does nothing).

Example: If you have Uncle Sam in play at the beginning of your turn you look over the table and see another Agent that has the ability to add 1 code counter at the beginning of the turn. Therefore at the beginning of the same turn Uncle Sam can add 1 code counter to the computer that He is attached to. At the beginning of your next turn Uncle Sam may target the same or a different Agent.

Uncle Sam is Unique therefore you may have only one copy of him in your deck.

 

342 is an Agent code-named W. J. Dovovan

Donovan comes into play attached to one of your computers and remains until removed.

At the beginning of your turn you may add 1 code counter to his computer however only if you do that then you may look at the top 4 cards of a target opponent’s Draw Pile and put them back in any order.

Donovan is Exclusive which means that you may have up to three copies of him in your deck but you may have only one copy of him in play at a time.

 

343 is an Uber-Hacker code-named King George

Hackers and Uber-Hackers count as Agents in every way for every rule.

George comes into play attached  to one of your Computers and remains until removed.

At the beginning of your turn George may take (tax) up to three code counters from any other Computer in play and place those counters on His computer.

Hackers and Uber-Hackers have a bounty on them. If an opponent causes George to be removed from play and placed into your Discard Pile that opponent may search their Discard Pile for a single Agent and put it in play

King George is Unique which means you can only have one of him in your deck.

 

344 is an Event called Free Trade

When Free Trade is played you chose an opponent’s Computer and one of you Computers then swap them (remember to keep your cards always facing you and your opponent’s cards facing them so each of you gets your own cards back when the game is done).

You now need to solve the computer in front of you.

When the computers are swapped keep the code counters the same on each, Programs Effects and Bios Changes stay on the computers they were on and Agents from both Computers go to their owners Discard Piles. Hardware that is attached to only a single Computer remains on that Computer however Hardware that is attached to two or more Computers is Discarded.

Once Played Free Trade goes to your Discard Pile.

 

344 is a Hardware called Future Tech

Future Tech comes into play attached to any single computer in play even one of your opponent’s. It remains in play until removed and effect only the computer that it is attached to.

Once Future Tech is attached to a Computer if that Computer is targeted by an Operation then the Operation is repeated a second time.

 

346 is an Interrupt Effect called Double Tap

Double Tap is played in response to an opponent’s attempt to play a card.

Several things happen next:

1) The interrupted card has no effect.

2) Double Tap goes on the table to be used again and a target opponent gets to draw a card.

3) later, since Double Tap is in play, you can put it in your Discard Pile to interrupt another card attempt and an opponent gets to draw another card.

 

347 is an Event called Gift from a Friend

To play this Event you must first know that France gave the Statue of Liberty to the US.

Once Gift from a Friend is played you first name a card (hopefully it is a card in your deck) then one at a time remove cards from your deck from the game until you find the named card.

Once you find the named card put it directly into play. Once played Gift from a Friend goes into your Discard Pile.

After the end of your turn take another turn.

 

348 is a Quick Operation called Red, White and Blue Spider

This Card can only affect one of your Computers.

Choose a target computer then decide to do one of the following:

1. Add 1, 2, 3 or 4 counters to the target Computer.

2. Subtract 1, 2 3 or 4 counters from the target Computer

3. Multiply the counters on the target computer by 2, 3 or 4.

Red, White and Blue Spider is Unique therefore you may have only one copy of this Operation in your deck.

Quick Operations can be played at any time on anyone’s turn and only count as one of your cards played this turn if it is played during your Play step.

Then place this Operation in your Discard Pile.

 

349 is an Event called EMF

When you play EMF everyone removes all code counters from all of their Computers. Then everyone moves all Hardware cards, Agents and Bios Changes from play to their Discard Piles.

Once played EMF goes into the Discard Pile.

 

350 is a Place called Fortress America

Fortress America comes into play on the table where everyone can see it. Put three counters on the Fortress.

At anytime you may remove one counter from Fortress America to interrupt an opponent’s attempt to target one of your Computers with an Operation. The Operation has no effect and goes into their Discard Pile but still counts as one of their cards played for the turn.

When there are no counters left on Fortress America put it in your Discard Pile.

Fortress America is Unique therefore you can have only one in your deck.

 

351 is a Bios Change

Bios Changes change the Target Number of the Computer that they are attached to.

As this Bios Change comes into play attach it to any single Computer in play.

The Computer now has two new Target Numbers, 55 and 56. When you have either exactly 55 or exactly 56 code counters on this computer it is programmed/solved.

 

352 is a Hardware called Thumb Drive

When you bring Thumb Drive into play attach it to one of your computers and place counters on it equal to the number of code counters on the computer.

In the future at the beginning of your turn you may reset the code counters on your computer to equal the number of counters on Thumb Drive.

Thumb Drive remains in play until removed

 

353 is an Event called Executive Order #381-0001: Covert Observation

Events are played on your turn during the Play Step.

Look at the top 6 cards of your Draw Pile and place one of those cards in your hand and the rest back on top of your Draw Pile in any order.

Once Played put this Executive Order in your Discard Pile

 

 

 

 

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